cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt
Crementif f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader e1ea1127489fd281 // horizon
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[5];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 1) in vec4 passParameterSem4;
layout(location = 2) in vec4 passParameterSem5;
layout(location = 3) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
R1f = passParameterSem4;
R2f = passParameterSem5;
R3f = passParameterSem6;
// 0
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
R4f.w = 1.0;
PS0f = 1.0 / R3f.z;
// 1
R4f.x = mul_nonIEEE(R3f.x, PS0f);
R4f.y = mul_nonIEEE(R3f.y, PS0f);
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
R3f.z = clamp(R3f.z, 0.0, 1.0);
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
PS1f = 1.0 / R2f.z;
// 2
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
R2f.z = -(PV1f.w) + 1.0;
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
R0f.w = clamp(R0f.w, 0.0, 1.0);
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
R5f.x = clamp(R5f.x, 0.0, 1.0);
PS0f = R5f.x;
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
// 0
R127f.x = R3f.z + R2f.z;
R127f.x = clamp(R127f.x, 0.0, 1.0);
PV0f.x = R127f.x;
PV0f.y = -(R3f.x) + R4f.x;
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
PV0f.z = R127f.z;
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
R126f.w = clamp(R126f.w, 0.0, 1.0);
R4f.w = 1.0;
PS0f = R4f.w;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV1f.x = R126f.x;
PV1f.y = -(PV0f.z) + 1.0;
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
R126f.z = clamp(R126f.z, 0.0, 1.0);
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
PV1f.w = R123f.w;
R3f.z = 0.0;
PS1f = R3f.z;
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
PS0f = R125f.z;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = log2(PV0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
PS0f = sqrt(PV1f.x);
// 5
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV1f.w = R123f.w;
PS1f = exp2(PV0f.x);
// 6
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
// 7
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
// 8
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
// 9
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
// 0
backupReg0f = R0f.x;
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
// 1
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
PV1f.x = R4f.x;
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
PV1f.y = R4f.y;
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
PV1f.z = R4f.z;
// 2
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R0f.w = R4f.w;
// 3
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
R1f.w = R3f.y;
// export
//passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w);
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix;
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}